Presentation is loading. Please wait.

Presentation is loading. Please wait.

Horizon 2020 Information and Networking Day ICT 21 Advanced Digital Gaming/Gamification technologies HORIZON 2020 Marco Marsella Deputy Head of Unit DG.

Similar presentations


Presentation on theme: "Horizon 2020 Information and Networking Day ICT 21 Advanced Digital Gaming/Gamification technologies HORIZON 2020 Marco Marsella Deputy Head of Unit DG."— Presentation transcript:

1 Horizon 2020 Information and Networking Day ICT 21 Advanced Digital Gaming/Gamification technologies HORIZON 2020 Marco Marsella Deputy Head of Unit DG CONNECT/G4

2 By 2020 serious games may be fully embedded into our daily lives

3 Gamification The application of digital game design techniques to non-game problems Leveraging both psychology and technology, in ways that can be applied outside the environments of games themselves applied in areas such as education, training, marketing, human resources, productivity enhancement, sustainability, training, health and wellness, innovation, and customer engagement. Gartner has projected 50% of corporate innovation will be “gamified” by 2015. Deloitte cited gamification as one of its Top 10 Technology Trends for 2012 Pew Research Center (May 18, 2012) reports the use of game mechanics, feedback loops, and rewards to become more embedded in daily life by 2020

4 Increasing importance and visibility - but full potential still ahead Perception as only entertainment – in education and workplace Negative attitudes parents/teachers - relevance to curricula and teaching practices, assessment, evidence Accessibility Challenges Size of the market compared to traditional video games But experienced annual growth rates in double digits over the past five years Multidisciplinary skills required Didactic design, game design Technologies for development and authoring High development costs in some segments Non-linear modes of interactions Fully inclusive development process

5 FP7 --- Technology-Enhanced Learning Research Serious games and adaptive learning 10-15 projects > 30 - 40 MEUR funding Theories, methods and technologies Pedagogical framework Intelligent adaptive learning systems Immersive environments Micro and macro personalization adaptive interactive storytelling role-play, narrative engagement and empathy Applications supporting text comprehension skills, developing social competences in autistic children, conflict resolutions skills, financial decision making Structuring research – GALA network of excellence ELEKTRA, 80Days, eCircus, SIREN, TARGET, TERENCE, xDELIA, ALICE, ImREAL, eCute COSPATIAL

6 WP 2014-2015 Support R&I on digital games applied in non-leisure contexts for the emergence of a prospering market New methodologies and tools to produce, apply and use digital games and gamification techniques in non-leisure contexts; Building scientific evidence on their benefits - for governments, enterprises and individuals

7 Scope Multidisciplinary research and collaboration digital gaming technologies and components applied to non-leisure contexts Technology transfer underpinning new market developments through small scale experiments

8 Research and Innovation Action 1/3 Multidisciplinary R&I on advanced digital gaming technologies and components applied to non-leisure contexts game engines, emergent narrative, virtual characters, interaction systems and alternative human-machine interfaces, 3D, textures, models for simulations, game design, learner profiles, emotional models, etc.

9 Few remarks …. "Traditional video game industry" means all (small and big) players developing entertainment games (for leisure); Industrial involvement is crucial – as is the collaboration with academia Multidisciplinary is key to ensure effective applications in non –leisure contexts

10 Research and Innovation Action 2/3 Leading to a repository of core reusable, open components to enable publishers and game producers as well as user organisations and individual programmers to build specific games.

11 Few remarks …. Open may not necessarily be free "Must lead to the creation of a repository" may not necessarily mean building it from scratch

12 Research and Innovation Action 3/3 Application scenarios: Learning and skills acquisition in formal and informal education, in workplace learning, in policy making and collective social and public processes.

13 Few remarks …. The call focuses explicitly on "learning and skills acquisition processes"  Fostering awareness and behavioural changes might not be enough to be in scope

14 Stimulate technology transfer and new non- leisure applications by SMEs traditionally working on digital games Through coordinating and incubating small scale experiments Innovation action 1/2

15 Few remarks …. Innovation activities may include limited research actions SME involvement is key – but they do not necessarily need to lead the action Technology transfer is primarily targeting the transfer of digital gaming technologies from LEISURE to NON-LEISURE contexts It may however include technology transfer from academia to industry

16 Innovation action 2/2 Leading to new market developments for learning and skills acquisition; empowerment and social inclusion But also producing scientific evidence of effectiveness for specific target groups or problems

17 Few remarks …. Empowerment and social inclusion can be addressed as a single scenario: where "digital games" is the tool to support socio-economic inclusion of people at risk of exclusion The technology transfer mechanism is based on "Small scale experiments" the action coordinates them you either identify the experiments or the scenarios to select them

18 Digital Games for Empowerment & Inclusion Growth and jobs: attracting, rewarding and sustaining innovation; Inclusion and culture: users' empowerment and social inclusion; Public service effectiveness: provision of public services, such as education, health and social welfare. http://is.jrc.ec.europa.eu/pages/EAP/eInclusion/games.html

19 Expected Impact Increase collaboration between traditional digital game industry players and a broader research community, intermediaries and users from a wide area of application contexts Increase the effectiveness of digital games for professionals and researchers, intermediaries and social actors dealing with people with disabilities or at risk of exclusion socially, physically or technologically disadvantaged groups those who consider themselves unsuited for education.

20 Budget Multidisciplinary research experimentations and collaboration 9 MEUR – proposals requesting large contribution Technology transfer and new non-leisure applications 8 MEUR - – proposals requesting small contribution

21 Thank you …


Download ppt "Horizon 2020 Information and Networking Day ICT 21 Advanced Digital Gaming/Gamification technologies HORIZON 2020 Marco Marsella Deputy Head of Unit DG."

Similar presentations


Ads by Google